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1 Virtual Reality Integrated Weld Training A scientific evaluation of training potential, cost effectiveness and implication for effective team learning. Richard T. Stone 1,2 , Kristopher Watts 1 , Peihan Zhong 1 1 Department of Industrial and Manufacturing Systems Engineering, 2 Department of Mechanical Engineering, Iowa State University Contact Information: Richard T. Stone 3027 Black Engineering Building Department of Industrial and Manufacturing Systems Engineering Iowa State University Ames, IA 50014 515 294 3644 [email protected]
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Virtual Reality Integrated Weld Training

A scientific evaluation of training potential, cost effectiveness and implication for

effective team learning.

Richard T. Stone1,2, Kristopher Watts1, Peihan Zhong1

1 Department of Industrial and Manufacturing Systems Engineering, 2 Department of Mechanical

Engineering, Iowa State University

Contact Information: Richard T. Stone 3027 Black Engineering Building Department of Industrial and Manufacturing Systems Engineering Iowa State University Ames, IA 50014 515 294 3644 [email protected]

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Abstract

Training in the welding industry is a critical and often costly endeavor; this study examines

the training potential, team learning, material consumption, and cost implications of using

integrated virtual reality technology as a major part of weld training. In this study, 22 participants

were trained using one of two separate methods (traditional training (TT) and virtual reality

integrated training (VRI)). The results demonstrated that students trained using 50% virtual reality

(VRI) had training outcomes that surpassed those of traditionally trained (TT) students across four

distinctive weld qualifications (2F,1G,3F,3G). In addition, the VRI group demonstrated

significantly higher levels of team interaction which lead to increased team- based learning.

Lastly, the material cost impact of the VRI group was significantly less than that of the TT group

even though both schools operated over a full two-week period.

Introduction

Welding is a skill, and as such requires that its practitioners be trained to a standard; this

kind of training requires time, money, and talent. For nearly as long as modern welding has

existed innovators have been exploring new ways to increase the effectiveness of its training.

Currently computer based VR training (CS Wave) and immersive VR training systems (VRTEX,

ARC+) have generated interest because they have the potential to reduce training costs (Refs. 1-

3). However, cost savings is only beneficial if the result is a competent welder who is trained in

a timely manner.

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Prior to this study, the direct training impact of using VR technology as an integrated part

of weld training has not been evaluated. Published works pertaining to VR technology in

welding focus primarily on the training technology and its development, not the development of

the trainee (Refs. 4, 2). Many studies have focused on the general use VR in training operation

and results are far from conclusive. Some studies have shown that the use of VR technology

leads to reduced learning and transfer of skills (e.g. Refs. 5, 6). Other studies have shown that the

use of VR technologies in training is not significantly different from real world training (e.g.

Refs. 7, 8). Many studies have found that the use of VR technologies leads to a superior transfer

of skills when compared to traditional methods (Refs. 9, 10, 11, 12). There are many reasons for

this diversity of findings, like the methodology used for investigating the transfer of training

(Ref. 13). More commonly, however it is the fidelity of the different VR machines evaluated and

the degree to which the individual technologies were suited to their tasks that account for the

major sources of inter-study variation (Refs. 14, 15).

Modern technology has evolved to a point such that some virtual reality systems have the

ability to create high fidelity immersive environments (due in large part to advanced physic

engines and graphics rendering capabilities) coupled with an ability to achieve realistic

kinesthetic movements (due to magnetic displacement technologies allowing for 6 DOF

movement). These aspects of current VR welding simulators allow users to utilize kinesthetic

and cognitive learning in a way never before available in the virtual environment. In addition,

some VR systems such as the VRTEX 360 allow users to work in teams, with one member

observing welding progress while the other conducts the actual VR welds. This kind of system

further encourages team based interaction and learning among users. It must be noted that the

authors hold the VRTEX 360 as an example of a VR system capable of providing a level of

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realism and kinesthetic feedback appropriate for this study. The authors do not endorse this

product over others that possess the aforementioned capabilities.

Prior to conducting this investigation, the authors hypothesized that: (1) VR integrated

training would result in superior training outcomes when compared to traditional methods, (2)

the use of a state of the art VR system would lead to increased levels of team interaction and

learning, and (3) weld training conducted with VR integrated technology would be significantly

less expensive than training conducted using traditional means.

Background

Transfer of training paradigm

The simplest way to evaluate the amount of learning that has taken place during the course of

a training program is to measure performance prior to training and compare it with performance

measures after training has taken place (Ref. 16). Often, training performance is measured in terms

of both operation completion time and accuracy. These measures can be translated into training

effectiveness ratios (TER) that enable comparison between training conditions.

The transfer of training paradigm requires a minimum of two groups of trainees, functioning

as an experimental group and a control group (Ref. 17). The group(s) given a new instructional

device (or alternative method of training) is the experimental group(s). The group given the

standard training (or no training) is the control group. In this experiment, the experimental group

used VR training technology 50% of the time and traditional training the remainder of the time

(VRI), whereas the control group used traditional means of training 100% of the time (TT). To

employ the transfer of training paradigm effectively, it is necessary to select appropriate

measurements to determine the extent to which training has been effective. In the case of this

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study the qualification rate (the number of welders qualified for a specific position) was used as

the primary performance measure. The performance of the control group, measured in terms of

time and qualification rate, was used as a baseline. A positive transfer effect occurs when the

experimental group performs as well as or better than the control group. In the transfer of

training paradigm, the control group is automatically assigned a TER of zero. A TER greater

than zero represents a positive transfer effect; while a TER less than zero indicates a negative

transfer effect. The percent transfer is the absolute difference between control and experimental

group performance. The transfer of training paradigm is an effective tool in the assessment of

alternative training methods, and has commonly been used to determine the transfer effect

between virtual reality, augmented reality, and real training environments (e.g. Refs. 18, 19, 20,

15) particularly in laparoscopic surgery (e.g. Refs. 21, 22) as well as in aircraft simulation (Refs.

23, 24).

Team Interaction and Learning

Team learning occurs when multiple individuals carry out activities that enhance the

acquisition and development of competencies in all team members. Research has shown that

students who learn in team situations have a stronger tendency to learn from past experiences

and are more likely to take actions that lead to continuous development (Ref. 25). This has been

documented many times in various settings including many college classrooms (Refs. 26, 27) In

this study, the team learning questionnaire (TLQ) that was developed and validated by Breso et

al. in 2008 formed the basis for our team learning evaluation (Ref. 28). The TLQ evaluation was

modified so that the questions and content were specific to the domain of weld training. The

TLQ method of evaluation tracked three key dimensions of team learning and interaction that

were relevant to this study: (1) Continuous Improvement Seeking (the degree to which a team

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can learn from previous experiences), (2) Dialogue Promotion and Open Communication (the

degree to which open and honest communication is encouraged and takes place within a

team),and (3) Collaborative Learning ( the degree to which team members are seen and used as

sources of knowledge by the rest of the team). Each dimension consists of a series of questions,

which the participant answers on a five-point scale (the higher the rating for a given question the

more positive the participant feels about the team learning for that question). In addition to TLQ

the authors of this study used continuous video and auditory recordings to assess the amount of

time students spent interacting within the weld booths.

Experiment

Training Facilities and Equipment

Both a traditional welding and a VR welding facility were constructed on the Iowa State

University Campus. The traditional facility housed six welding booths. Each booth was equipped

with the following: a new Lincoln Electric Power MIG 350MP welder with SMAW (stick metal

arc welding) attachments, two auto adjusting welding helmets, multiple sets of welding jackets and

gloves, power grinders, slag hammer, wire brushes, welding table, quenching buckets, and other

miscellaneous welding equipment. The welding facility was stocked with an ample supply of

runoff tabs, flat stock plates, groove plates, and 7018 electrodes.

The virtual reality weld training facility was located one floor below the traditional facility

and housed weld booths of the same size and dimension as their traditional counterparts. Each

booth contained a new Virtual Reality Welding Trainer with SMAW attachments and multiple sets

of welding jackets and gloves. The VRTEX 360 trainer was chosen because it is the highest

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fidelity VR simulator currently available, and has design features that the authors felt would

greatly affect team based learning.

CWI

Achieving the rank of CWI represents a base standard for instructor capability. As such,

the capability of the CWI was considered to be a controlled variable. However, it is important to

note that individual teaching styles and capabilities are an important influencing factor in

knowledge acquisition. For this reason the experimenters observed 4 different CWI’s at 3 different

weld schools so as to learn what individual differences can be expected to exist between

instructors. Analysis revealed that the most significant factor was overall experience in teaching

(how long they have been instructing). For this reason the experimental protocol of this study

called for a CWI with at least 15 years of active teaching experience.

In this study, one paid CWI (who possessed greater than 15 years of instructing experience)

trained participants in both the TT and VRI groups. All CWI activities were closely monitored by

the experimenter to ensure that a consistent style of interaction and information exchange was

maintained between the CWI and participants in both groups. Lastly, post study questionnaires

sent to participants revealed that participants in the TW group rated their instructor’s capabilities as

a teacher at 4.2/5 and participants in the VRI group rated their instructors as 3.8/5. This indicated

that the perception of the instruction between the two groups was not significantly different. The

controls for the CWI were appropriate; if an alternative CWI with similar experience were to have

been used the overall outcome would be expected to remain the same.

Participants

There were 22 participants in total (21 males and one female). All participants committed

to 80 training hours over the course of two weeks. Participants were randomly assigned to one

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of two groups. Group one (VRI) subjects were trained with 50 percent VR + 50 percent

traditional training, whereas group two (TT) subjects were trained using only the traditional

training system. Participants in this study were screened to ensure little to no welding experience

prior to the beginning of this study. The four participants with some previous experience were

evenly distributed between the two experimental groups. Participants in the TT and VRI groups

had an average age of 44 and 41 years respectively.

Independent and Dependent Variables

The primary independent variable in this experiment was training type at two levels,

representing the type of interface tested: Traditional Weld Training (TT) and 50% Virtual

Reality Training (VRI).

There were five major dependent measures in this investigation: percentage transfer,

training effectiveness ratio (TER), team learning, material consumption, and cost effectiveness.

Percentage transfer and TER are both training potential measures. As such, both were based on

the outcomes of participant qualification rates and training time. Qualification rates were

evaluated for each of four different weld positions tested in this study, including the 2F, 1G, 3F,

and 3G positions. Training time was defined as the total amount of time taken to train for a

qualification. Team learning was measured using the TLQ questioner and follow-up video

evaluation. Material consumption and cost effectiveness were functions of total plate, and

electrodes.

Experimental Procedure

Prior to experimentation, all participants gave informed consent, followed by individual

screening tests to ensure that they possessed normal visual acuity, depth perception, and hearing.

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Upon completion of screening tests participants were randomly assigned to either the VRI or the

TT experimental group. The TT group trained at ISU for two weeks, and then one week later the

VRI group trained for two weeks.

In the traditional welding school (TT group), participants were trained in the principles

and practical application of welding techniques starting with the simplest position (2F), and

proceeding through to the most difficult (3G). The maximum amount of training time allotted

for teaching was fixed, this time included formal lectures and practical lab training conducted by

a certified AWS CWI. The CWI was responsible for evaluating welds to determine whether or

not a participant was ready to be tested prior to the end of their total allotted training time.

Following the training for each qualification, participants were given their test plate. If the test

plate for the qualification test passed the CWI’s visual inspection, it was sent to an independent

laboratory for structural testing. Qualification for certification was based on the results of this

structural testing. Immediately following the qualification tests for all four welds, participants

were administered TQL evaluations.

In the virtual reality integrated welding school (VRI), the experiment was conducted in

the same basic manner as the previous group. Both TT and VRI groups were given the same

overall training time opportunity for each weld type. The major difference between traditional

training and virtual reality integrated training was in the training system itself. Participants in the

VRI group spent only 50% of their time training (lectures and practical lab training) under the

direction of an AWS CWI for each weld type. The remaining 50% of their time was spent

training on the VR system. During VR training time, the participants (in pairs) used the VR

system to conduct virtual welds of each of the four weld types on which they would be tested. If

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the participants were able to earn a machine generated quality score of 85% at least twice in a

row for a weld, they were permitted to discontinue their VR training time early.

Results

Training Potential

Training potential is defined by both the percent transfer and the transfer effectiveness ratio

(TER). These measures encompass both the differences in certification outcomes between the

groups as well as the differences in absolute training time between the groups.

Figure 1 shows the training differences in terms of qualification rate and training time for

the 2F position. Participants in the VR50 group (q. rate = 100%, M time = 12.27 hours)

outperformed the TW (q. rate = 81.8%, M time = 15.05 hours) group in terms of both

qualification rate and training time. The VRI group was found to have a 22.2% positive transfer

and a TER of 1.81 when compared to the TT group.

Figure 2 shows the training differences in terms of qualification rate and training time for

the 1G position. Participants in the VRI group (q. rate = 90.1%, M time = 11.72 hours)

outperformed the TT (q. rate = 54.5%, M time = 14.09 hours) group in terms of both

qualification rate and training time. The VRI group was found to have a 66.7% positive transfer

and a TER of 5.68 when compared to the TT group.

Figure 3 shows the training differences in terms of qualification rate and training time for

the 3F position. Participants in the VRI group (q. rate = 72.7%, M time = 11.60 hours)

outperformed the TT (q. rate = 45.5%, M time = 14.54 hours) group in terms of both

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qualification rate and training time. The VR50 group was found to have a 60% positive transfer

and a TER of 5.17 when compared to the TW group.

Figure 4 shows the training differences in terms of qualification rate and training time for

the 3G position. Participants in the VRI group (q. rate = 45.5%, M time = 12.25 hours)

outperformed the TT (q. rate = 36.4%, M time = 15.31 hours) group in terms of both

qualification rate and training time. The VRI group was found to have a 25% positive transfer

and a TER of 2.04 when compared to the TT group.

Team Interaction and Learning

Team interaction and learning was assessed across three dimensions (1-Continuous

Improvement Seeking, 2-Dialogue Promotion and Open Communication, and 3-Collaborative

Learning), each representing a different aspect of cognitive capability. Interaction styles were

evaluated using video-based interaction analysis.

The VRI (M score = 4.47) group was not found to be significantly distinctive from the TT

(M score = 4.14) group in terms of continuous improvement seeking (T0.05, 1, 20 = -1.617, P =

0.121). Hence, both groups demonstrated a very strong desire to learn from their experiences

and to use what they learned to improve as individuals and as a team. This finding indicates that

the participants in both groups were equally willing to learn in the team context.

The VRI (M score = 4.63) group was found to be significantly more developed in terms

Dialogue Promotion and Open Communication than was the TT group (M score = 3.85) (T0.05, 1,

20 = -4.542, P < 0.001). Students in the VRI group were significantly more likely to engage in

task specific communication with their team member than were students in the TT group. Video

analysis revealed that the VRI group spent an average of 32% of their shared-booth virtual

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reality training time engaged in training-relevant discussion (this discussion was primarily

related to the screen-observing student directing the student performing a virtual weld). This can

be compared to only 17% of the time spent in training-related discussion when sharing a booth in

the real world training facility (this discussion occurred primarily when the team member were

in-between passes). Video analysis demonstrated that participants in the TT group engaged in

training relevant discussion an average of 10% of the time when sharing a booth in the real world

training facility (this discussion occurred when the team member had completed a pass or a full

plate).

The VRI (M score = 4.73) group was found to be significantly more developed in terms of

Collaborative Learning than was the TT group (M score = 3.30) (T0.05, 1, 20 = -8.318, P < 0.001).

Students in the VRI viewed their team members as sources of knowledge to a greater extended

than did students in the TT group. The higher the level of collaborative learning in a team the

greater the likelihood that positive teamwork interaction took place and they learned from one

another.

Material Consumption

real world material usage

The VRI group used significantly less flat plates than the TT group (T0.05, 1, 20 = 4.607, P <

0.001). The VRI group used 210 flat plates compared to the TT group that used 288.

Also, the VRI group used significantly less groove plates than did the TT group. The VRI group

used 50 groove plates compared to 63 for the TT group (T0.05, 1, 20 = 2.711, P = 0.013). Similarly,

the VRI group used significantly less electrodes than did the TT group, 111.2 lbs for the VRI

group compared to 187.6 lbs for the TT group, (T0.05, 1, 20 = 8.958, P < 0.001).

virtual world stock material usage

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The VRI group used significantly larger amount of overall flat plates (when considering both

virtual and real world plates) than the TT group. The VRI group used a total of 550 combined

(real + virtual) flat plates compared to the 288 real plates the TT group used (T0.05, 1, 20 = -12.343,

P < 0.001). The VRI group used significantly larger amount of overall groove plates than did the

TT group. The VRI group used a total of 82 combined plates compared to the 63 real plates the

TT group used (T0.05, 1, 20 = -8.542, P < 0.001). However, the VRI group did not use a

significantly larger number of electrodes than did the TT group. The VRI group used 205.2 lbs

of electrode versus 187.6 lbs used by the TT group (T0.05, 1, 20 = -1.386, P = 0.181). The

increased plate use in the VRI group reflects the fact that these students were able to conduct

more overall welds due to the fact the virtual environment allows for focused welding time

without the need for setup, tacking, etc. No difference in electrode usage was discovered

primarily because the VR environment does not suffer from sticking and associated electrode

abandonment, as does the real world condition.

Material Costing

The material costs in this study reflect the consumables purchase prices; it must be noted that

these prices may vary depending on a company’s vendor and purchasing agreements.

Additionally, prices reported in this study do not reflect shipping costs. Prices in this study are

as follows: flat plate (2.00 USD each), pre-assembled groove plate (15.00 USD each), 7018

electrode (3.09 USD per pound).

real world cost implications

When factoring in the costs for the material, the total dollar value of the flat plate used in the

VRI group was $420; the flat plate used by the TT group was $576. Similarly, the total dollar

value for the VRI groove plate was $750 while the the groove plate cost for the TT group was

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$945. The total dollar value for the amount of electrode used was again less for the VRI group.

The electrode dollar value for the VRI group was $343.61, compared to the TT group value of

$579.71. When all materials usage is considered, the total materials training cost for the VRI

group is $1513.61, compared to $2100.71 for the TT group. This equates to a per-student cost of

$137.6 for participants in the VRI group and a per-student cost of $190.97 for participants in the

TT group.

virtual world cost savings

The equivalent virtual cost represents the hypothetical materials cost that would be generated if

the virtual machine actually charged for plates and electrodes. The equivalent virtual cost for the

flat plate would have been $680.00. The equivalent virtual cost for the groove plate would have

been $1,710.00. The equivalent virtual cost for the 7018 electrodes would have been $290.46.

The total equivalent virtual cost savings, when all factors are considered equate to $2,680.46.

That is a per-student savings of $243.68.

Discussion

The study described in this paper aimed to determine the effect of modern VR training technology

in the domain of welding. The overall effectiveness of VR integrated training was examined in

terms of training potential, team learning, material demand, and cost. These issues will be

discussed by addressing the hypotheses of this paper.

The authors first hypothesis was that VR integrated training would result in superior

training outcomes when compared to traditional methods. In all cases, participants in the VRI

group had a greater percent transfer and a far superior TER than participants in the TT group.

The VRI group was not only able to surpass the TT group in terms of absolute effectiveness, but

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they were able to do so with a significantly shorter amount of training time. This finding

strongly supports the use of VR integrated training at the 50% level, and supports the first

hypothesis.

The second hypothesis stated that the use of the VR system would lead to increased

levels of team interaction and learning. The results from the team interaction and learning

analysis showed that for the continuous improvement seeking dimension there was no significant

difference between the two groups. This indicates that there was no difference in participants’

desire to perform well and to learn from their experience between the VRI and TT groups.

However, the VRI group did have significantly higher values for the dialog and open

communication as well as the collaborative learning dimensions. These results confirm this

second hypothesis. Moreover, these results indicate participants in the VRI group were much

more willing to communicate and lean from their cohorts. The VR machine provided a conduit

by which participants not only were more likely to communicate, but were more likely to value

the communication and use it to improve their skills. Team learning was a positive factor in the

superior training outcomes associated with the VR integrated training.

The third hypothesis was that the weld training conducted with VR integrated technology

would be significantly less expensive than training conducted using traditional means. The

results of cost analysis clearly confirm this hypothesis. For each type of consumable used in this

investigation, the total cost of the material was less for the VRI group compared to the TT group.

The VR machine allowed students to practice welds without the need to invest time in setup and

material gathering procedures. As such, the students in the VR group had the opportunity to

utilize more plates. If the virtual machine had charged for the consumables, the VRI would have

cost twice as much, this despite costing markedly less in terms of the real cost of the physical

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goods. Further, the ability (afforded by the virtual training system) to abandon a poor weld and

start over without the consequence of wasted materials could have been greatly beneficial to the

welding students. For example, it was often observed that when students in the VRI group were

told (by the partner relaying the machines score) they had a bad root pass, they would often start

over with a new plate. From the students’ perspective there was no need to worry about wasting

steel or losing the time involved in assembly and re-tacking.

Conversely, students in the TT group were less likely to be aware they had a bad root

pass, and even when aware they would retain the plate to avoid setup and wasted plate/money.

The increased number of practice welds created by students in the VRI group was a likely

contributor to their superior percent transfer and TER. The VR system also allowed the

participants to focus on the areas of a weld they needed to practice the most. For example, if

they needed to practice the root pass, they could start over on a new piece every single time.

This activity could not be feasibly replicated using traditional means of training.

Analyses of the impact that VR systems had on the human operators indicate that there

are at least three major attributes that contribute to the success of the VR weld trainer. The first

being the fully immersive environments which allow for the manipulation of physical weld tools.

This allows the user to develop sensory motor memories that are appropriate for use in real world

welding situations. Second is the use of feed forward visual overlays and post weld feedback in

the VR system, which allow a user to improve specific aspects of their welds during training.

This level of oversight and guidance is simply not possible during normal weld training due to

environmental factors and time constraints. The third and final attribute is the increased volume

of practice weld achievable in the VR environment. By eliminating material transfer and setup

time, participants in the VRI group were able to gain more practical experience by spending

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more time in the commission of a weld than their real world counterparts. Hence, a successful

VR solution should incorporate these key characteristics.

The authors’ future work will include evaluation of a 100% VR weld school. The

experiment will be conducted in a similar fashion to the current study, with the exception being

that the CWI will only oversee testing as opposed to conducting instructional operations. This

study will aid in further understand the effectiveness of VR for weld training.

Conclusions

The results of this study clearly show the direct benefits of using virtual reality integrated

training in the domain of welding. The students in the VRI group demonstrated vastly superior

training outcomes when compared to their traditionally trained (TT) counterparts. Two factors

that are associated with this outcome are: (1) the significantly higher levels of team learning and

interaction between VRI students, and (2) the significantly greater amount of welds performed

by VRI students in the VR environment. In addition to fostering greater learning success, the use

of virtual reality integrated training greatly reduces training-associated costs.

Acknowledgments

The authors would like to acknowledge the United Association-Union of Plumbers, Fitters,

Welders and HVAC Service Techs(UA), especially John Oatts and all the people at the UA local

33 for their participation and support. The authors would also like to thank the Vermeer

Corporation for their support and assistance in the conducting of pre study operations. Finally, the

authors would like to thank the AWS CWIs associated with this study.

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List of Figures

Figure 1. Training performance and time outcomes for training in the 2F position.

Figure 2. Training performance and time outcomes for training in the 1G position.

Figure 3. Training performance and time outcomes for training in the 3F position.

Figure 4. Training performance and time outcomes for training in the 3G position.

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Figure 1. Training performance and time outcomes for training in the 2F position.

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0 20 40 60 80 100

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Per

iod

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2F

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Figure 2. The four certifiable weld positions in this study, depicted in order of increasing

difficulty.

0

2

4

6

8

10

12

14

16

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Per

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Percerntage of Qualified Participants

1G

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Figure 3. Number of certification awarded by weld type (in order of increasing difficulty).

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3F

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Figure 4. Mean training times by weld type (in order of increasing difficulty).

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